﻿/*
 * Copyright (C) 2012 TheLionsRoar <thelionwillalwaysroar@gmail.com>
 * Copyright (C) 2012 Jedrix <jedrix2454@gmail.com>
 * 
 * This file is part of the LEO Game Library.
 * 
 * LEO is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * LEO is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have receieved a copy of the GNU General Public License
 * along with LEO. If not, see <http://www.gnu.org/licenses/>.
 */
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace LEO.Framework {
    public class Drawable : Entity {
        private Sprite sprite;
        private Rectangle bounds;
        private Dictionary<string, Sprite> overlays;
        private bool visible = true;
        private float rotation;
        private MouseState previousMouseState;
        private MouseState currentMouseState;
        private bool delete = false;

        public Sprite Sprite {
            get { return sprite; }
            set { sprite = value; }
        }

        public Rectangle Bounds {
            get { return bounds; }
            set { bounds = value; }
        }

        public Dictionary<string, Sprite> Overlays {
            get { return overlays; }
            set { overlays = value; }
        }

        public bool Visible {
            get { return visible; }
            set { visible = value; }
        }

        public float Rotation {
            get { return rotation; }
            set { rotation = value; }
        }

        public bool Delete {
            get { return delete; }
            set { delete = value; }
        }

        public virtual void Draw(SpriteBatch spriteBatch) {
            if(Visible) { Sprite.Draw(spriteBatch, Position); }
        }
    }
}
